Fighter in Verum | World Anvil

Fighter

Class Details

Hit Points
Hit Dice: 1d10
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 6 + your Constitution modifier per Fighter level after 1st  
Proficiencies
Armor: light armor, medium armor, heavy armor, shields
Weapons: simple weapons, martial weapons
Tools: none
Saving Throws: Strength, Constitution
Skills: Choose 2 from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Martial, Perception, and Survival.  
Starting Equipment
You start with the following items, plus anything provided by your origin and your faction.
  • (a) chain mail or (b) leather armor, a longbow, and a quiver with 20 arrows
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a light crossbow and a crossbow bolt case with 20 bolts or (b) two handaxes
  • (a) a dungeoneer's pack or (b) an explorer's pack
 
Multiclassing
To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one.
Ability Score Minimum: Strength 13 or Dexterity 13   When you gain a level in a class other than your first, you gain only some of that class' starting proficiencies.
Armor: light armor, medium armor, shields
Weapons: simple weapons, martial weapons  

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.  

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.  

Defense

While you are wearing armor, you gain a +1 bonus to AC.  

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.  

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.  

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.  

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.  

Second Wind

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.   Once you use this feature, you must finish a short or long rest before you can use it again.  

Action Surge

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.   Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.  

Martial Archetype

At 3rd level, you choose an archetype from the list available that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.   Note: The subclasses listed here are created for use in the Living World of Verum. Information on the official subclasses can be found in their respective books.   Aden'ka'ael Level 3

Aden'ka'ael (Moon Warrior)

The warriors of Eldasharkai learn many different forms of death and destruction. One such fighting style is focused on the use of the Falchion. Using its sweeping motions to imitate the phases of the moon and in it, a deadly dance is learned.  

Moonlight Sonata

Starting at 3rd level when you choose this archetype, while you wield a falchion, you can move up to 10 feet each time you deal damage to an enemy with this weapon. This movement does not count against your speed.   Whenever you move at least 20 feet in a round, your next attack with a falchion deals an additional +2 damage. To gain this bonus, the movement must all be made where you have not yet moved this round. You gain this additional damage only once per round.
Battle Herald Level 3

Battle Herald

Battle Heralds are warriors that have dedicated themselves to the pursuit of organized warfare, from inspiring commands, to cunning tactics and of course, their own individual prowess makes a Battle Herald a formidable ally and a deadly opponent.  

Rallying Cry

At 3rd level, you learn how to inspire your allies to fight on past their injuries.   When you use your Second Wind class feature, all allies that can see or hear you within 60 feet heal an equal amount of hit points that you healed.  

Expanded Tactics

When you choose this archetype at 3rd level, you learn other methods to deal with conflict.   You gain proficiency with the Persuasion and Performance skills.
Dancing Blade Level 3

Dancing Blade

Flashing Blades

At 3rd level, you are able to more acutely strike with lighter weapons to cause more damage. Light or twinned melee weapons that deal slashing or piercing damage are considered Flashing Blade weapons. Attacks with a Flashing Blade weapon deal 1 additional damage of the weapon’s type.  

Improved Dual Weapon Fighting

At 3rd level, the fighting style that you gained at first level is changed to Two-Weapon Fighting.   Additionally, once per turn, you deal an extra 1d10 slashing damage to one creature you hit with an attack, if that creature was also hit with a weapon wielded in your other hand on that same turn. Both attacks must use a Flashing Blade weapon.
Rytherian Level 3

Rytherian Fighter

This fighter uses the practice of perfect timing and prediction to overcome their foes, attacking at just the right time and just the right place.  

Perfect Time

Beginning when you choose this archetype at 3rd level, when a combat encounter starts, you gain the following effects based on the number of rounds that have passed. These effects stack. 1st round: +1 bonus to attack rolls 2nd round: +1 bonus to AC 3rd round: +2 bonus to damage rolls 4th round: You lose all gained benefits from the 1st to 3rd rounds, and gain disadvantage on attack rolls After the 4th round, the sequence starts over, and you gain the 1st round effect again on the next round.
Sanguine Knight Level 3

Sanguine Knight

The lords of the knight have chosen you to protect the antideluvians and as such you stand ready, prepared to sacrifice your body for power and call to the powers of the Sanguine.  

Suffering Sword

Beginning when you choose this archetype at 3rd level, you can only use weapons that deal slashing damage. If you use a weapon that deals Slashing or another damage type, you can only choose slashing. When you deal damage with such weapons, you deal an additional 1 bleed damage to the target.  

Sanguine Boon

At 3rd level, whenever you are healed, if you would be healed to your maximum hit points, you can convert any leftover healing as temporary hit points. You cannot gain more than 3 times your character level of temporary hit points in this way. You cannot gain temporary hit points from this class feature if you already have any temporary hit points at all.
Unbreakable Level 3

Unbreakable

The Unbreakable fighter is specialized in resisting damage and the spells of mages. Able to withstand punishment and outlast enemies, the Unbreakable fighter is a truly unstoppable opponent.  

Hard as Steel

At 3rd level, you reduce all damage you would take from any source by an amount equal to your proficiency bonus. This stacks with other damage reduction sources but is applied before resistances.
 

Ability Score Improvement

When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you may take a feat.  

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.   The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.  

Ability Score Improvement

When you reach 6th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you may take a feat.  

Martial Archetype Feature

At 7th level, you gain a feature granted by your Martial Archetype.   Aden'ka'ael Level 7

Aden'ka'ael (Moon Warrior)

At 7th level, while wielding a falchion, you can use a bonus action to teleport to an unoccupied space within 5 feet of an enemy you can see of your choice. You can then make a free weapon attack against that enemy with a falchion.
Battle Herald Level 7

Battle Herald

Vigorous Warrior

At 7th level, you gain an additional use of your Second Wind class feature. You gain additional uses at 10th and 15th level as well.
Dancing Blade Level 7

Dancing Blade

Flying Blades

Starting at 7th level, you can draw Flashing Blade weapons as part of the attack to use them, and being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls with Flashing Blade weapons that have the thrown property.  

Deadly Pirouette

Starting at 7th level, Once on your turn when you score a critical hit with a Flashing Blade weapon, you can make another ranged weapon attack with Flashing Blade weapon that has the thrown property.
Rytherian Level 7

Rytherian Fighter

Power of Prediction

At 7th level, you can use a bonus action to call out the next immediate maneuver of up to 3 enemies you can see within 15 feet. These maneuvers can be: attack, move, spell cast, or disengage, and you choose one for each enemy. If your prediction is correct, you gain a benefit based on the maneuver made:
  • Attack: +1 bonus to AC until the end of your next turn.
  • Move: You can make an opportunity attack against the enemy as soon as the enemy moves, not requiring them to move out of your reach first. If this opportunity attack hits, you regain the use of your reaction.
  • Spell Cast: You gain advantage on saving throws against spells until the end of your next turn.
  • Disengage: You heal for 1d10 hit points.
You can use this ability three times, regaining all expended uses when you finish a short or long rest.   In addition, you have advantage on Wisdom (Martial) checks. You can read further about the Martial skill in Verum Rules.
 
Sanguine Knight Level 7

Sanguine Knight

Bloodwell

At 7th level, whenever you score a critical hit against an enemy, or you hit a bleeding enemy with a total bleed stack of 5 or more, you can activate your Second Wind class feature (no action required) even if it has already been used. If you do, your allies within 15 feet of you are also healed for the same amount.
Unbreakable Level 7

Unbreakable

Defensive Surge

Starting at 7th level, whenever you take the attack action with Action Surge, you can sacrifice one of the attacks you'd make. If you do, you gain advantage on all saving throws for 1 minute. This effect ends early as soon as you fail a saving throw.
 

Ability Score Improvement

When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you may take a feat.  

Indomitable

Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.   You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.  

Martial Archetype Feature

At 10th level, you gain a feature granted by your Martial Archetype.   Aden'ka'ael Level 10

Aden'ka'ael (Moon Warrior)

Flashing Form

At 10th level, whenever an enemy misses an attack against you while you're wielding a falchion, they take 5 radiant damage.
Battle Herald Level 10

Battle Herald

Inspiring Surge

Starting at 10th level, when you use your Action Surge class feature, you can choose a number of allies equal to your Intelligence modifier within 60 feet of you. They can make one melee or ranged weapon attack with their reaction, provided that they can see or hear you. Starting at 18th level, the chosen allies gain advantage on the attacks they make by the use of this ability.
Dancing Blade Level 10

Dancing Blade

Sanguine Encore

At 10th level, when you deal the extra damage from the Improved Dual Weapon Fighting class feature to a hostile creature, you also deal 1d10 slashing damage each hostile creature within 5 feet of the target.
Rytherian Level 10

Rytherian Fighter

Battle Rhythm

At 10th level, whenever you defeat an enemy, you can freely attack another enemy you have not yet attacked this round. This cannot occur more than twice a round.
Sanguine Knight Level 10

Sanguine Knight

Running Red

At 10th level, your speed increases by 5 feet for each bleeding enemy you can see. Movement augmented in this way does not provoke opportunity attacks.
Unbreakable Level 10

Unbreakable

Improved Indomitable

At 10th level, whenever you use your Indomitable class feature and succeed on the save, you gain a bonus to your next weapon damage roll equal to your character level against the source that caused you to make the saving throw.
 

Extra Attack (2)

At 11th level, you can attack three times whenever you take the Attack action on your turn.  

Ability Score Improvement

When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you may take a feat.  

Indomitable (two uses)

At 13th level, you can use Indomitable twice between long rests.  

Ability Score Improvement

When you reach 14th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you may take a feat.  

Martial Archetype Feature

At 15th level, you gain a feature granted by your Martial Archetype.   Aden'ka'ael Level 15

Aden'ka'ael (Moon Warrior)

Bad Moon Dance

At 15th level, whenever you score a critical hit on an enemy with a falchion, all enemies adjacent to the target gain disadvantage on their next attack roll.
Battle Herald Level 15

Battle Herald

Bulwark

Beginning at 15th level, you can extend the benefit of your Indomitable feature to an ally. When you use Indomitable to reroll an Intelligence, Wisdom, or Charisma saving throw and you aren't incapacitated, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If the ally can see or hear you, it can reroll its saving throw and must use the new roll.
Dancing Blade Level 15

Dancing Blade

Superior Flashing Blades

Starting at 15th level, the bonus damage from Flashing Blade Weapons is increased to 3.
Rytherian Level 15

Rytherian Fighter

Ebb and Flow

At 15th level, as a free action at the start of your turn, you can choose to double the bonuses you gain from your Perfect Time and Power of Prediction features. If you do, you receive a penalty equal to the bonuses during your next turn.
Sanguine Knight Level 15

Sanguine Knight

Bloodsight

At 15th level, you gain a lifesense of up to 30 feet, but only for living creatures with blood. You can read further about lifesense in Verum Rules.
Unbreakable Level 15

Unbreakable

Harder then Steel

At 15th level, the damage reduction provided by Hard as Steel is increased to double your proficiency bonus.
 

Ability Score Improvement

When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you may take a feat.  

Action Surge (two uses)

At 17th level, you can use Action Surge twice before a rest, but only once on the same turn.  

Indomitable (three uses)

At 17th level, you can use Indomitable three times between long rests.  

Martial Archetype Feature

At 18th level, you gain a feature granted by your Martial Archetype.   Aden'ka'ael Level 18

Aden'ka'ael (Moon Warrior)

Crescent Call

At 18th level, you can use an action to make an attack with a falchion against all enemies within a 30 feet cone from your position. You can move up to and attack each enemy in the cone's area. Once you use this feature, you can't use it again until you finish a short or long rest.
Battle Herald Level 18

Battle Herald

To Arms!

At 18th level, you can use a bonus action to give all allies and yourself a +2 bonus to attack rolls, damage rolls, AC, and saving throws for 1 minute.
Dancing Blade Level 18

Dancing Blade

Finale

At 18th level, you achieve the grand finale of your deadly dance. You can use your action to make an attack against any number of hostile creatures within 20 feet of you, with a separate attack roll for each target. Each time two consecutive attacks hit, you deal the extra damage from the Improved Dual Weapon Fighting class feature to the second target. You cannot use finale on the same turn you use Action Surge.
Rytherian Level 18

Rytherian Fighter

Clutch Moment

At 18th level, whenever you hit an attack but before you roll damage, you can choose to have the attack be a critical hit. If you do, you roll the attack's extra damage dice three additional times. You can use this feature once, and regain the use when the combat encounter ends.
Sanguine Knight Level 18

Sanguine Knight

Antideluvian Theft

At 18th level, whenever you deal damage with a weapon, if the target is already bleeding, you heal for a number of hit points equal to your Constitution modifier.
Unbreakable Level 18

Unbreakable

Break the Wizard

At 18th level, you gain a bonus to weapon damage rolls when attacking a creature that has the ability to hard cast spells and that is at least half your level in spell casting equivalence. The bonus is equal to 5 + 2 for each saving throw you have succeeded against that creature's spells or other magical effects.
 

Ability Score Improvement

When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you may take a feat.  

Extra Attack (3)

At 20th level, you can attack four times whenever you take the Attack action on your turn.

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